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  • Book Overview & Buying CryEngine Game Development Blueprints
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CryEngine Game Development Blueprints

CryEngine Game Development Blueprints

By : Goodswen, Toulan, Howels
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CryEngine Game Development Blueprints

CryEngine Game Development Blueprints

By: Goodswen, Toulan, Howels

Overview of this book

CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues.
Table of Contents (17 chapters)
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16
Index

Chapter 13. The Flow Graph Workflow

Flow Graph is CRYENGINE's visual scripting interface, and it will be one of our primary tools for creating single player content in Sandbox. It is a powerful tool that offers a huge amount of control over the world, and it's easily possible to create interesting and flexible gameplay setups that respond believably to player interaction. Before we start scripting actual events, we are going to see how to create clean and flexible Flow Graphs that are easy to read, maintain, and iterate on as we develop our map. We will cover the following topics:

  • Using Flow Graph containers
  • Using Game Tokens to create cleaner Flow Graphs
  • Laying out Flow Graphs to aid readability
  • Thinking modularly to future-proof our work
CONTINUE READING
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